| /* |
| * Copyright (C) 2009 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package com.example.android.apis.graphics; |
| |
| import java.io.IOException; |
| import java.io.InputStream; |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| import java.nio.CharBuffer; |
| import java.nio.FloatBuffer; |
| |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL; |
| import javax.microedition.khronos.opengles.GL10; |
| import javax.microedition.khronos.opengles.GL11; |
| import javax.microedition.khronos.opengles.GL11Ext; |
| |
| import android.content.Context; |
| import android.graphics.Bitmap; |
| import android.graphics.BitmapFactory; |
| import android.opengl.GLSurfaceView; |
| import android.opengl.GLU; |
| import android.opengl.GLUtils; |
| import android.os.SystemClock; |
| |
| import com.example.android.apis.R; |
| |
| public class MatrixPaletteRenderer implements GLSurfaceView.Renderer{ |
| private Context mContext; |
| private Grid mGrid; |
| private int mTextureID; |
| |
| /** A grid is a topologically rectangular array of vertices. |
| * |
| * This grid class is customized for the vertex data required for this |
| * example. |
| * |
| * The vertex and index data are held in VBO objects because on most |
| * GPUs VBO objects are the fastest way of rendering static vertex |
| * and index data. |
| * |
| */ |
| |
| private static class Grid { |
| // Size of vertex data elements in bytes: |
| final static int FLOAT_SIZE = 4; |
| final static int CHAR_SIZE = 2; |
| |
| // Vertex structure: |
| // float x, y, z; |
| // float u, v; |
| // float weight0, weight1; |
| // byte palette0, palette1, pad0, pad1; |
| |
| final static int VERTEX_SIZE = 8 * FLOAT_SIZE; |
| final static int VERTEX_TEXTURE_BUFFER_INDEX_OFFSET = 3; |
| final static int VERTEX_WEIGHT_BUFFER_INDEX_OFFSET = 5; |
| final static int VERTEX_PALETTE_INDEX_OFFSET = 7 * FLOAT_SIZE; |
| |
| private int mVertexBufferObjectId; |
| private int mElementBufferObjectId; |
| |
| // These buffers are used to hold the vertex and index data while |
| // constructing the grid. Once createBufferObjects() is called |
| // the buffers are nulled out to save memory. |
| |
| private ByteBuffer mVertexByteBuffer; |
| private FloatBuffer mVertexBuffer; |
| private CharBuffer mIndexBuffer; |
| |
| private int mW; |
| private int mH; |
| private int mIndexCount; |
| |
| public Grid(int w, int h) { |
| if (w < 0 || w >= 65536) { |
| throw new IllegalArgumentException("w"); |
| } |
| if (h < 0 || h >= 65536) { |
| throw new IllegalArgumentException("h"); |
| } |
| if (w * h >= 65536) { |
| throw new IllegalArgumentException("w * h >= 65536"); |
| } |
| |
| mW = w; |
| mH = h; |
| int size = w * h; |
| |
| mVertexByteBuffer = ByteBuffer.allocateDirect(VERTEX_SIZE * size) |
| .order(ByteOrder.nativeOrder()); |
| mVertexBuffer = mVertexByteBuffer.asFloatBuffer(); |
| |
| int quadW = mW - 1; |
| int quadH = mH - 1; |
| int quadCount = quadW * quadH; |
| int indexCount = quadCount * 6; |
| mIndexCount = indexCount; |
| mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount) |
| .order(ByteOrder.nativeOrder()).asCharBuffer(); |
| |
| /* |
| * Initialize triangle list mesh. |
| * |
| * [0]-----[ 1] ... |
| * | / | |
| * | / | |
| * | / | |
| * [w]-----[w+1] ... |
| * | | |
| * |
| */ |
| |
| { |
| int i = 0; |
| for (int y = 0; y < quadH; y++) { |
| for (int x = 0; x < quadW; x++) { |
| char a = (char) (y * mW + x); |
| char b = (char) (y * mW + x + 1); |
| char c = (char) ((y + 1) * mW + x); |
| char d = (char) ((y + 1) * mW + x + 1); |
| |
| mIndexBuffer.put(i++, a); |
| mIndexBuffer.put(i++, c); |
| mIndexBuffer.put(i++, b); |
| |
| mIndexBuffer.put(i++, b); |
| mIndexBuffer.put(i++, c); |
| mIndexBuffer.put(i++, d); |
| } |
| } |
| } |
| |
| } |
| |
| public void set(int i, int j, float x, float y, float z, |
| float u, float v, |
| float w0, float w1, |
| int p0, int p1) { |
| if (i < 0 || i >= mW) { |
| throw new IllegalArgumentException("i"); |
| } |
| if (j < 0 || j >= mH) { |
| throw new IllegalArgumentException("j"); |
| } |
| |
| if (w0 + w1 != 1.0f) { |
| throw new IllegalArgumentException("Weights must add up to 1.0f"); |
| } |
| |
| int index = mW * j + i; |
| |
| mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE); |
| mVertexBuffer.put(x); |
| mVertexBuffer.put(y); |
| mVertexBuffer.put(z); |
| mVertexBuffer.put(u); |
| mVertexBuffer.put(v); |
| mVertexBuffer.put(w0); |
| mVertexBuffer.put(w1); |
| |
| mVertexByteBuffer.position(index * VERTEX_SIZE + VERTEX_PALETTE_INDEX_OFFSET); |
| mVertexByteBuffer.put((byte) p0); |
| mVertexByteBuffer.put((byte) p1); |
| } |
| |
| public void createBufferObjects(GL gl) { |
| // Generate a the vertex and element buffer IDs |
| int[] vboIds = new int[2]; |
| GL11 gl11 = (GL11) gl; |
| gl11.glGenBuffers(2, vboIds, 0); |
| mVertexBufferObjectId = vboIds[0]; |
| mElementBufferObjectId = vboIds[1]; |
| |
| // Upload the vertex data |
| gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); |
| mVertexByteBuffer.position(0); |
| gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); |
| |
| gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); |
| mIndexBuffer.position(0); |
| gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); |
| |
| // We don't need the in-memory data any more |
| mVertexBuffer = null; |
| mVertexByteBuffer = null; |
| mIndexBuffer = null; |
| } |
| |
| public void draw(GL10 gl) { |
| GL11 gl11 = (GL11) gl; |
| GL11Ext gl11Ext = (GL11Ext) gl; |
| |
| gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); |
| |
| gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); |
| gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); |
| gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE); |
| |
| gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); |
| gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); |
| |
| gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE); |
| gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET ); |
| |
| gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); |
| gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); |
| gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); |
| gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); |
| gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); |
| gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); |
| gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); |
| } |
| } |
| |
| public MatrixPaletteRenderer(Context context) { |
| mContext = context; |
| } |
| |
| public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
| /* |
| * By default, OpenGL enables features that improve quality |
| * but reduce performance. One might want to tweak that |
| * especially on software renderer. |
| */ |
| gl.glDisable(GL10.GL_DITHER); |
| |
| /* |
| * Some one-time OpenGL initialization can be made here |
| * probably based on features of this particular context |
| */ |
| gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, |
| GL10.GL_FASTEST); |
| |
| gl.glClearColor(.5f, .5f, .5f, 1); |
| gl.glShadeModel(GL10.GL_SMOOTH); |
| gl.glEnable(GL10.GL_DEPTH_TEST); |
| gl.glEnable(GL10.GL_TEXTURE_2D); |
| |
| /* |
| * Create our texture. This has to be done each time the |
| * surface is created. |
| */ |
| |
| int[] textures = new int[1]; |
| gl.glGenTextures(1, textures, 0); |
| |
| mTextureID = textures[0]; |
| gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); |
| |
| gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, |
| GL10.GL_NEAREST); |
| gl.glTexParameterf(GL10.GL_TEXTURE_2D, |
| GL10.GL_TEXTURE_MAG_FILTER, |
| GL10.GL_LINEAR); |
| |
| gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, |
| GL10.GL_CLAMP_TO_EDGE); |
| gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, |
| GL10.GL_CLAMP_TO_EDGE); |
| |
| gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, |
| GL10.GL_REPLACE); |
| |
| InputStream is = mContext.getResources() |
| .openRawResource(R.raw.robot); |
| Bitmap bitmap; |
| try { |
| bitmap = BitmapFactory.decodeStream(is); |
| } finally { |
| try { |
| is.close(); |
| } catch(IOException e) { |
| // Ignore. |
| } |
| } |
| |
| GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); |
| bitmap.recycle(); |
| |
| mGrid = generateWeightedGrid(gl); |
| } |
| |
| public void onDrawFrame(GL10 gl) { |
| /* |
| * By default, OpenGL enables features that improve quality |
| * but reduce performance. One might want to tweak that |
| * especially on software renderer. |
| */ |
| gl.glDisable(GL10.GL_DITHER); |
| |
| gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, |
| GL10.GL_MODULATE); |
| |
| /* |
| * Usually, the first thing one might want to do is to clear |
| * the screen. The most efficient way of doing this is to use |
| * glClear(). |
| */ |
| |
| gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); |
| |
| gl.glEnable(GL10.GL_DEPTH_TEST); |
| |
| gl.glEnable(GL10.GL_CULL_FACE); |
| |
| /* |
| * Now we're ready to draw some 3D objects |
| */ |
| |
| gl.glMatrixMode(GL10.GL_MODELVIEW); |
| gl.glLoadIdentity(); |
| |
| GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); |
| |
| gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); |
| gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); |
| |
| gl.glActiveTexture(GL10.GL_TEXTURE0); |
| gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); |
| gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, |
| GL10.GL_REPEAT); |
| gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, |
| GL10.GL_REPEAT); |
| |
| long time = SystemClock.uptimeMillis() % 4000L; |
| |
| // Rock back and forth |
| double animationUnit = ((double) time) / 4000; |
| float unitAngle = (float) Math.cos(animationUnit * 2 * Math.PI); |
| float angle = unitAngle * 135f; |
| |
| gl.glEnable(GL11Ext.GL_MATRIX_PALETTE_OES); |
| gl.glMatrixMode(GL11Ext.GL_MATRIX_PALETTE_OES); |
| |
| GL11Ext gl11Ext = (GL11Ext) gl; |
| |
| // matrix 0: no transformation |
| gl11Ext.glCurrentPaletteMatrixOES(0); |
| gl11Ext.glLoadPaletteFromModelViewMatrixOES(); |
| |
| |
| // matrix 1: rotate by "angle" |
| gl.glRotatef(angle, 0, 0, 1.0f); |
| |
| gl11Ext.glCurrentPaletteMatrixOES(1); |
| gl11Ext.glLoadPaletteFromModelViewMatrixOES(); |
| |
| mGrid.draw(gl); |
| |
| gl.glDisable(GL11Ext.GL_MATRIX_PALETTE_OES); |
| } |
| |
| public void onSurfaceChanged(GL10 gl, int w, int h) { |
| gl.glViewport(0, 0, w, h); |
| |
| /* |
| * Set our projection matrix. This doesn't have to be done |
| * each time we draw, but usually a new projection needs to |
| * be set when the viewport is resized. |
| */ |
| |
| float ratio = (float) w / h; |
| gl.glMatrixMode(GL10.GL_PROJECTION); |
| gl.glLoadIdentity(); |
| gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); |
| } |
| |
| private Grid generateWeightedGrid(GL gl) { |
| final int uSteps = 20; |
| final int vSteps = 20; |
| |
| float radius = 0.25f; |
| float height = 2.0f; |
| Grid grid = new Grid(uSteps + 1, vSteps + 1); |
| |
| for (int j = 0; j <= vSteps; j++) { |
| for (int i = 0; i <= uSteps; i++) { |
| double angle = Math.PI * 2 * i / uSteps; |
| float x = radius * (float) Math.cos(angle); |
| float y = height * ((float) j / vSteps - 0.5f); |
| float z = radius * (float) Math.sin(angle); |
| float u = -4.0f * (float) i / uSteps; |
| float v = -4.0f * (float) j / vSteps; |
| float w0 = (float) j / vSteps; |
| float w1 = 1.0f - w0; |
| grid.set(i, j, x, y, z, u, v, w0, w1, 0, 1); |
| } |
| } |
| |
| grid.createBufferObjects(gl); |
| return grid; |
| } |
| } |